cbuffer type_myObject : register(b0)
{
    column_major float4x4 myObject_matWorld : packoffset(c0);
    float4 myObject_vObjectPosition : packoffset(c4);
    int myObject_arrayIndex : packoffset(c5);
};

ByteAddressBuffer tbAnimMatrices : register(t1);
cbuffer type_Globals : register(b2)
{
    float _Globals_bb : packoffset(c0);
};

Texture2D<float4> aa : register(t0);
SamplerState s : register(s1);

static float4 in_var_COLOR;
static float4 out_var_SV_TARGET;

struct SPIRV_Cross_Input
{
    float4 in_var_COLOR : TEXCOORD0;
};

struct SPIRV_Cross_Output
{
    float4 out_var_SV_TARGET : SV_Target0;
};

void frag_main()
{
    out_var_SV_TARGET = (((in_var_COLOR + myObject_vObjectPosition) + asfloat(tbAnimMatrices.Load4(192))) + aa.Sample(s, 0.0f.xx).x.xxxx) + _Globals_bb.xxxx;
}

SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
{
    in_var_COLOR = stage_input.in_var_COLOR;
    frag_main();
    SPIRV_Cross_Output stage_output;
    stage_output.out_var_SV_TARGET = out_var_SV_TARGET;
    return stage_output;
}
